I'm pleased to announce that I will be speaking about the market for educational games on Thursday June 23, 2016 at 2:30 PM. I feel so thrilled that I will have this opportunity to present research that I did for the Joan Ganz Cooney Center.

If you're a student, you're in luck because for a limited time G4C is offering a special discount for students, a price of $89. The regular price is $379. Go here and enter code ST89 if you're interested.

Indie developers can apply for the same discount here. These will be awarded on a need basis.

And if you'll be sticking around for the weekend, I will be holding a special "social impact games and learning games' edition of the Game Writing Portfolio Workout the following Monday, June 27, 2016 at 6:30 PM at Microsoft NYC.

Sande Chen is the co-author of Serious Games: Games That Educate, Train, and Inform. As a serious games consultant, she helps companies harness the power of video games for non-entertainment purposes. Her career as a writer, producer, and game designer has spanned over 15 years. Her game credits include 1999 Independent Games Festival winner, Terminus, and 2007 PC RPG of the Year, The Witcher, for which she was nominated for a Writers Guild of America Award in Videogame Writing. She has spoken at conferences around the globe, including the Game Developers Conference, Serious Play Conference, and Serious Games Summit D.C.

Saturday, May 21, 2016

In this article, game designer Sande Chen examines the role of agency in the social impact game, SPENT.

Last year, an article in Psychology Todaymade the rounds, declaring that social impact games may have a less than desired effect. Based on her study of adult players of SPENT, a text-based poverty simulator made by ad agency McKinney with input from the Urban Ministries of Durham, Yale researcher Gina Roussos found that some participants ended up with increased negative feelings towards poor people instead of empathetic concern.

On the surface, this would seem to contradict an earlier study on SPENT that did show that SPENT increased affective learning in students. Affective learning involves feelings, motivations, attitudes, and values. However, that study was not about measuring negative or positive attitudes, but rather about active engagement. The game encouraged these students to think about issues, which in turn had the possibility to engender attitude adjustment or a change in behavior.

Roussos attributed her surprising results to the agency, or choices allowed, in video games. Because players have agency, she reasoned that players might feel that poor people have control over their life situations, even if in reality, they don't. However, while she may feel that there's agency in SPENT, I found that there's examples of forced failure all over SPENT. For example, just because I talked to a union rep in the game, I was illegally fired from my warehouse job. Forced failure is extremely tricky in game design, especially since the end result is that it usually pisses off your players.

Moreover, I did not feel that SPENT was entirely accurate. Most states would have Medicaid for the indigent, so why would I have to pay for health insurance? If I went to college, why are my job options so limited? If I just abandoned my car, why would I need to pay for car insurance? I spent more time pissed off at the game than caring about poor people. Factoids pop up frequently, making SPENT an extremely preachy game. I did "win" in that I ended up with $72 at the end of the month, but the game then reminds me that my $808 rent is due tomorrow. Um, forced failure?

One resentful user wrote:

"Why do I have a student loan? Was I unaware of the Pell Grant? Was I not good enough for scholarships? Did I refuse to live with my parents until graduation?

Where did this child come from? I’m not married, and I don’t seem to be getting child support. I can’t fathom why I apparently have this kid.

Why do I HAVE to have a car? Why is my cell phone so expensive? Why is my landlord above the law? Why am I not just living in Section 8 housing?

This game is absolutely ridiculous, and all it showed me was that the average person is trying to live beyond their actual means."

Rather than too much personal agency, SPENT doesn't have enough agency. It doesn't have enough choices. It doesn't have enough depth.

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Wednesday, May 4, 2016

In this video, game writer/designers Leah Miller, Cohen Edenfield, James Pianka, Sande Chen, John Ryan, and Nicole Kline share stories from the frontlines of game development.

Did you miss the PAX East panel, Adventures in Game Writing?

Adventures in Game Writing Panelists

Adventures in Game WritingPAX East, April 22, 2016

Ever wonder what it’s like to write for games? Join us for a conversation about the methods and philosophies of writing and narrative design. Our eclectic group of panelists have worked on giant AAA titles like Destiny, The Witcher, and the indiest of tabletop games, in roles that include everything from Lead Writer to Customer Service Representative. We’ll talk about the realities of the industry today and speculate wildly about the future of storytelling.

I found this recording from Blackman 'N Robin and if you know of other podcasts or recordings of the panel, let me know! This video had some technical issues and got cut off, and I think maybe my microphone wasn't working. Oh no!